🔧 Support alpha values for snap color
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@@ -84,7 +84,7 @@
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<property name="width-request">300</property>
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<property name="width-request">300</property>
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<property name="adjustment">
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<property name="adjustment">
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<object class="GtkAdjustment" id="snap-scale">
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<object class="GtkAdjustment" id="snap-scale">
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<property name="upper">5</property>
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<property name="upper">20</property>
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<property name="lower">0.1</property>
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<property name="lower">0.1</property>
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<property name="step-increment">0.01</property>
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<property name="step-increment">0.01</property>
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<property name="page-increment">0.1</property>
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<property name="page-increment">0.1</property>
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@@ -122,7 +122,7 @@
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</child>
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</child>
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<child>
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<child>
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<object class="GtkColorButton" id="snap-color">
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<object class="GtkColorButton" id="snap-color">
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<property name="use_alpha">0</property>
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<property name="use_alpha">1</property>
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<property name="show_editor">1</property>
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<property name="show_editor">1</property>
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</object>
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</object>
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</child>
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</child>
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@@ -444,7 +444,7 @@
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</key>
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</key>
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<key name="snap-scale" type="d">
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<key name="snap-scale" type="d">
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<default>2.0</default>
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<default>3.0</default>
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<summary>Snap Scale</summary>
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<summary>Snap Scale</summary>
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<description>The size of the snap effect.</description>
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<description>The size of the snap effect.</description>
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</key>
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</key>
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@@ -153,9 +153,8 @@ if (utils.isInShellProcess()) {
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const float WIND_INTENSITY = 0.05;
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const float WIND_INTENSITY = 0.05;
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const float ACTOR_SCALE = 1.2;
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const float ACTOR_SCALE = 1.2;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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const vec3 DUST_COLOR = vec3(${color.red / 255},
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const vec4 DUST_COLOR = vec4(${color.red / 255}, ${color.green / 255},
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${color.green / 255},
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${color.blue / 255}, ${color.alpha / 255});
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${color.blue / 255});
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void main() {
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void main() {
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// We simply inverse the progress for opening windows.
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// We simply inverse the progress for opening windows.
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@@ -212,7 +211,8 @@ if (utils.isInShellProcess()) {
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// Fade the window color to DUST_COLOR.
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// Fade the window color to DUST_COLOR.
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vec4 windowColor = texture2D(uTexture, coords + 0.5);
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vec4 windowColor = texture2D(uTexture, coords + 0.5);
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windowColor.rgb = mix(windowColor.rgb, DUST_COLOR*windowColor.a, progress);
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vec3 dustColor = mix(windowColor.rgb, DUST_COLOR.rgb, DUST_COLOR.a);
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windowColor.rgb = mix(windowColor.rgb, dustColor*windowColor.a, progress);
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// Dissolve the dust particles.
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// Dissolve the dust particles.
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float dissolve = (dustMap.x - progress) > 0 ? 1 : 0;
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float dissolve = (dustMap.x - progress) > 0 ? 1 : 0;
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